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Company of Heroes Downloads > Maps > 4 Player Maps:
LYES KROVY (Bloody Forest) (1.0)
Filename: lyes_krovy_2p_map.zip


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Version:
Developer:
Downloads:
Date Added:
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16.84 MB
1.0
Eric the Red
2073
08-13-2010
Maps > 4 Player Maps


Average User Rating: 8
Number of Votes: 6
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2 Other Files by Eric the Red:
- NEW LYES KROVY OVERHAUL (3.0)
- UPDATED LYES KROVY (Bloody Forest) (1.5)


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LYES KROVY (Bloody Forest) (1.0) - File Description  


Description:
About the File
This is a forest map, set in the author's depiction of a Belarusian forest, circa the Second World War. It features primarily infantry warfare, though there are plenty of opportunities for entrenchment as well. Infantry and defensive players will enjoy this map.

Staff Impressions
This map is well set-up for infantry warfare, with few resources meaning that more advanced units will be out of reach. While this makes fortification difficult, it also means that players will have to be creative with how they spend their points.

Graphically, this map conveys the "dark forest" idea very well, with lots of trees, as well as small houses, a mill, and a river. Watch out for flanking attacks at all times, because it's almost guaranteed there is more than one route to any particular location.

Summary
A very well-done infantry map, which is something we don't see much of around here. Keep it up!





LYES KROVY (Bloody Forest) (1.0) - Screenshots  
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LYES KROVY (Bloody Forest) (1.0) - File Download Options  

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LYES KROVY (Bloody Forest) (1.0) - Readme  
Readme File:
Lyes Krovy -
"BLOODY FOREST"

Brought to you by me, Eric the Red. You may contact me at Eric_the_Red_MAPS@hotmail.com.
Completed on 12 August 2010.

If you like this map, please let me know!

******
This is my first map. Up to four players, medium size. It is a fictitious scenario based upon combat in the forests of Belarus during the Second World War. Soviet infantry and Partisan resistance were central to this area of conflict. Therefore, this map is designed exclusively for infantry, though armor can be employed fairly easily as well.

The map consists of dense forests, creating natural chokepoints which tend to widen during intense fighting. Small dachas (rural homes) are scattered throughout the map. An extensive trench system divides the map; the left and right flanks of the trenches can be penetrated.

A river winds its way through the map; it must be crossed at one or both bridgeheads. At the same rate, the bridges must also be well-defended to prevent enemy attacks into one's territory.

During testing, the fighting on this map was strong and concentrated. Despite the seemingly simple design of the map, defense and offense can be complicated at times.

******
This map may be reproduced or modified with permission from me, Eric the Red. Please contact me at my e-mail address listed above.
******
The appropriate files should be extracted and installed into your maps directory:
"C:THQCompany of HeroesWW2DataScenariosmp"
******
Known glitches:
1. There is a howitzer at the rear of the trench system, located under a pile of logs, assigned to "World." This unit could not be deleted during production of the map.
2. One section of forest is known to interfere at times with infantry movements. Best advice is to ignore the minor problem (you might not have noticed it anyway) or to use demolitions of some kind to widen
the gap around the trees.

Please report any additional glitches to me for correction.
******

ENJOY!

-Eric the Red


LYES KROVY (Bloody Forest) (1.0) - User Comments  
The following comments are owned by the user that posted them. Company of Heroes Files is not responsible for their content.

Total comments: 8 | Last comment: 08-29-2010 at 10:27

 #1 - Interesting - 08-13-2010 at 10:02
magus1
From:
Joined: May 20th, 2010
Posts: 144
Looks like good work, but my first thought was "where are the resources?" and then "why do I own them all?". Also, as I was testing with AI, nobody moved until I broke the left flank. This actually lead to a fun mass skirmish, though the outcome was not in doubt as I had set up bunkers at choke points.

Overall, good fun but strange very asymmetric resource positioning. The trench warfare is always a winner, but the entrenchment wasn't used. Can trenches be damaged until a frontal assault is a possibility?

Also, the lack of space forces a decision on which buildings to make. Which is a good thing sometimes. Perhaps limit space downwards, even, to make two building places only.

Can trees be damaged with explosives? I did not know.

Thank you for the fight Most unusual.

Magus1

 #2 - 08-13-2010 at 14:28
Eric_the_Red
From: (Philadelphia)
Joined: August 13th, 2010
Posts: 13
Hi,
Thanks for the comments. I may revise the map to a 1.5 version and edit the flank barbed wire that keeps AI from advancing. In multiplayer, it should work nicely whether there is wire or not. The trenches are pretty solid - not intended to be destroyed.

Regarding the space for buildings: surprisingly, the default starting positions allow you to set up buildings further from your HQ than you might expect. Try moving away from your HQ and see where your buildings fit. In my tests, I could fit the necessary buildings in at all locations. (Of course, this is also an item that can be modified in a new version)

There aren't too many resource points (they are all "high" resource points, however). From my perspective, this makes offense and defense a little more critical depending on the players' situations.

The trees can certainly be damaged - even the really thick groves. Armor and artillery are best for this task. You'd be surprised how this can change the gameplay when you least expect it.

Thanks for taking a look at the map. Comments are appreciated and I'm happy to see that my first map has been posted. (I think I sent it to the site about three or four times, not having realized that it was already posted)

-Best regards,
Eric

 #3 - Updated Map Coming Up! - 08-17-2010 at 17:01
Eric_the_Red
From: (Philadelphia)
Joined: August 13th, 2010
Posts: 13
There will be an updated version of this map posted soon (pending approval by the mods). The new version will address a few glitches and problems found in recent testing and recommended by FileFront members.

-Eric

 #4 - Regarding space for buildings - 08-18-2010 at 13:15
ewayce
From: (Oswego Illinois)
Joined: September 23rd, 2008
Posts: 64
I was able to use engineer explosives to take a few trees down and then build everything I needed. It is kind of tight but overall a good first map.

 #5 - 1.5 - 08-23-2010 at 08:26
magus1
From:
Joined: May 20th, 2010
Posts: 144
Can't wait!

Was wondering if there is a way to make a defensive v attacking map, with some of the bases built for one side an a few infantry to defend for he other?

I saw in one desert map this kind of setup with dozens of premade tanks - BUT - does the AI use them??

Anyway, a random tain of thought - look forard to whatever you compose in the future.

Regards,

Magus

 #6 - EAstern FRONT - 08-23-2010 at 08:28
magus1
From:
Joined: May 20th, 2010
Posts: 144
Ha! Just seen on the screnshot you are using EF mod. Very appropriate!

 #7 - 08-24-2010 at 07:38
Eric_the_Red
From: (Philadelphia)
Joined: August 13th, 2010
Posts: 13
Looks like it will be another week until I can upload my updated map to the site here. Apparently, my internet connection is having problems and won't upload.

So, when I return home on the 29th, it will be up.

A number of modifications have been made which should make this map much better.

Yes, Eastern Front mod! This map lends itself well for EF.

 #8 - New Version Submitted - 08-29-2010 at 10:27
Eric_the_Red
From: (Philadelphia)
Joined: August 13th, 2010
Posts: 13
The V.1.5 Lyes Krovy has been submitted to the site. Pending approval, it should be up soon.

Enjoy!

-Eric



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